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<p>Try sketchup with the export plugin <a title="Ctrl+Clique ou toque para seguir o link" id="LPlnk44878" href="https://github.com/rpavlik/sketchupToOSG">
https://github.com/rpavlik/sketchupToOSG</a><br>
You may find sample models on the 3D Warehouse that can be exported easily. But as Jan said, you may need to tweak a thing or two.<br>
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--Danilo</p>
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<div id="divRplyFwdMsg" dir="ltr"><font style="font-size:11pt" face="Calibri, sans-serif" color="#000000"><b>De:</b> osg-users <osg-users-bounces@lists.openscenegraph.org> em nome de HITESH Singhal <ug201211016@iitj.ac.in><br>
<b>Enviado:</b> terça-feira, 23 de junho de 2015 13:20<br>
<b>Para:</b> OpenSceneGraph Users<br>
<b>Assunto:</b> Re: [osg-users] Regarding Converting 3ds Max file in OSG format</font>
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<div dir="ltr">I was asking all that because I'm working on a software named VIZARD and it supports only OSG files. I have no option using any file other then OSG. So where can I find 3d Shopping Mall model in osg files directly. Any suggestion?</div>
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<div><span style="color:rgb(136,136,136)">-- </span><br style="color:rgb(136,136,136)">
<div dir="ltr" style="color:rgb(136,136,136)"><font color="#000000">Regards</font></div>
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Hitesh Singhal
<div>Electrical Engineering<br>
<div>+91-8386837430<br>
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<div class="gmail_quote">On Tue, Jun 23, 2015 at 5:35 PM, Jan Ciger <span dir="ltr">
<<a href="mailto:jan.ciger@gmail.com" target="_blank">jan.ciger@gmail.com</a>></span> wrote:<br>
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<span class="">On Tue, Jun 23, 2015 at 1:32 PM, HITESH Singhal <<a href="mailto:ug201211016@iitj.ac.in">ug201211016@iitj.ac.in</a>> wrote:<br>
> Hi,<br>
> Thanks for your help. I've converted my model in .osgb but it is missing<br>
> various textures and materials, It is not in the same form. How can I get<br>
> the model exact in osgb, without any loss.<br>
><br>
<br>
</span>Generally speaking, you can't. 3DS Max (or Maya or Blender ...) uses a<br>
very different shading and lighting model than OSG (or any 3D engine).<br>
This must be converted by the exporter plugin and even then the<br>
conversion is never 1:1 because some things simply don't have an<br>
equivalent representation, e.g. various normal mapping, composition<br>
effects, shaders, etc.<br>
<br>
This is a common and non OSG-specific problem. The asset creation<br>
pipeline is a huge issue for any 3D engine and generally the asset<br>
tools are written from scratch for each, to support their needs. It is<br>
a large industry and the market for these tools is where a lot of<br>
money is being made - good tools are rare and expensive. Then your 3D<br>
designer needs to be aware of the limitations of both the 3D engine<br>
they are targetting and the exporters and create their model<br>
accordingly.<br>
<br>
If you are hoping to download a random model somewhere and use it with<br>
OSG/Unreal/Unity/etc. without any changes/rework, that is bound to<br>
fail, unfortunately. At best you get the mesh and some materials<br>
(vertex colors and some textures), at worst not even the mesh.<br>
<br>
Good luck,<br>
<br>
J.<br>
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